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OpenSpace/modules/globebrowsing/shaders/texturetilemapping.hglsl
Alexander Bock 6199289e91 Code cleanup
2017-02-27 23:03:07 -05:00

390 lines
13 KiB
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/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2017 *
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
* software and associated documentation files (the "Software"), to deal in the Software *
* without restriction, including without limitation the rights to use, copy, modify, *
* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
* permit persons to whom the Software is furnished to do so, subject to the following *
* conditions: *
* *
* The above copyright notice and this permission notice shall be included in all copies *
* or substantial portions of the Software. *
* *
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
****************************************************************************************/
#ifndef TEXTURETILEMAPPING_HGLSL
#define TEXTURETILEMAPPING_HGLSL
#include <${MODULE_GLOBEBROWSING}/shaders/tile.hglsl>
#include <${MODULE_GLOBEBROWSING}/shaders/blending.hglsl>
// First layer type from LayerShaderManager is height map
#define NUMLAYERS_HEIGHTMAP #{lastLayerIndexHeightLayers} + 1
#define USE_HEIGHTMAP #{useHeightLayers}
#define HEIGHTMAP_BLENDING_ENABLED #{blendHeightLayers}
// Second layer type from LayerShaderManager is color texture
#define NUMLAYERS_COLORTEXTURE #{lastLayerIndexColorLayers} + 1
#define USE_COLORTEXTURE #{useColorLayers}
#define COLORTEXTURE_BLENDING_ENABLED #{blendColorLayers}
#define NUMLAYERS_GRAYSCALETEXTURE #{lastLayerIndexGrayScaleLayers} + 1
#define USE_GRAYSCALETEXTURE #{useGrayScaleLayers}
#define GRAYSCALETEXTURE_BLENDING_ENABLED #{blendGrayScaleLayers}
// Third layer type from LayerShaderManager is water mask
#define NUMLAYERS_WATERMASK #{lastLayerIndexWaterMasks} + 1
#define USE_WATERMASK #{useWaterMasks}
#define WATERMASK_BLENDING_ENABLED #{blendWaterMasks}
// Fourth layer type from LayerShaderManager is night texture
#define NUMLAYERS_NIGHTTEXTURE #{lastLayerIndexNightLayers} + 1
#define USE_NIGHTTEXTURE #{useNightLayers}
#define NIGHTTEXTURE_BLENDING_ENABLED #{blendNightLayers}
// Fifth layer type from LayerShaderManager is overlay
#define NUMLAYERS_OVERLAY #{lastLayerIndexColorOverlays} + 1
#define USE_OVERLAY #{useColorOverlays}
#define OVERLAY_BLENDING_ENABLED #{blendColorOverlays}
// Sixth layer type from LayerShaderManager is grayscale overlay
#define NUMLAYERS_GRAYSCALE_OVERLAY #{lastLayerIndexGrayScaleColorOverlays} + 1
#define USE_GRAYSCALE_OVERLAY #{useGrayScaleColorOverlays}
#define GRAYSCALE_OVERLAY_BLENDING_ENABLED #{blendGrayScaleColorOverlays}
// Global constants
#define CHUNK_DEFAULT_HEIGHT #{defaultHeight}
// Other key value pairs used for settings
#define USE_ATMOSPHERE #{useAtmosphere}
#define PERFORM_SHADING #{performShading}
#define SHOW_CHUNK_EDGES #{showChunkEdges}
#define SHOW_HEIGHT_RESOLUTION #{showHeightResolution}
#define SHOW_HEIGHT_INTENSITIES #{showHeightIntensities}
float performLayerSettings(float currentValue, const LayerSettings settings) {
float newValue = currentValue;
newValue = sign(newValue) * pow(abs(newValue), settings.gamma);
newValue = newValue * settings.multiplier;
newValue = newValue * settings.opacity;
return newValue;
}
vec4 performLayerSettings(vec4 currentValue, const LayerSettings settings) {
vec4 newValue = vec4(
performLayerSettings(currentValue.r, settings),
performLayerSettings(currentValue.g, settings),
performLayerSettings(currentValue.b, settings),
performLayerSettings(currentValue.a, settings));
return newValue;
}
float calculateUntransformedHeight(
vec2 uv,
LevelWeights levelWeights,
const Layer HeightTextures[NUMLAYERS_HEIGHTMAP]) {
float height = 0;
// The shader compiler will remove unused code when variables are multiplied by
// a constant 0
#if !HEIGHTMAP_BLENDING_ENABLED
levelWeights = getDefaultLevelWeights();
#endif // HEIGHTMAP_BLENDING_ENABLED
#for i in 0..#{lastLayerIndexHeightLayers}
{
height = getTexVal(HeightTextures[#{i}].pile, levelWeights, uv).r;
height = performLayerSettings(height, HeightTextures[#{i}].settings);
}
#endfor
return height;
}
float calculateHeight(
vec2 uv,
LevelWeights levelWeights,
const Layer HeightTextures[NUMLAYERS_HEIGHTMAP]) {
float height = 0;
// The shader compiler will remove unused code when variables are multiplied by
// a constant 0
#if !HEIGHTMAP_BLENDING_ENABLED
levelWeights = getDefaultLevelWeights();
#endif // HEIGHTMAP_BLENDING_ENABLED
#for i in 0..#{lastLayerIndexHeightLayers}
{
float untransformedHeight = getTexVal(HeightTextures[#{i}].pile, levelWeights, uv).r;
float heightSample = getTransformedTexVal(HeightTextures[#{i}].depthTransform, untransformedHeight);
if (heightSample > -100000) {
heightSample = performLayerSettings(heightSample, HeightTextures[#{i}].settings);
height = heightSample;
}
}
#endfor
return height;
}
vec4 calculateColor(
const vec2 uv,
LevelWeights levelWeights,
const Layer ColorLayers[NUMLAYERS_COLORTEXTURE]) {
vec4 color = vec4(0);
// The shader compiler will remove unused code when variables are multiplied by
// a constant 0
#if !COLORTEXTURE_BLENDING_ENABLED
levelWeights = getDefaultLevelWeights();
#endif // COLORTEXTURE_BLENDING_ENABLED
#for i in 0..#{lastLayerIndexColorLayers}
{
vec4 colorSample = getTexVal(ColorLayers[#{i}].pile, levelWeights, uv);
colorSample = performLayerSettings(colorSample, ColorLayers[#{i}].settings);
color = blendOver(color, colorSample);
}
#endfor
return color;
}
vec4 calculateGrayScale(
const vec4 currentColor,
const vec2 uv,
LevelWeights levelWeights,
const Layer GrayScaleLayers[NUMLAYERS_GRAYSCALETEXTURE]) {
vec4 colorGrayScale = currentColor;
// The shader compiler will remove unused code when variables are multiplied by
// a constant 0
#if !GRAYSCALETEXTURE_BLENDING_ENABLED
levelWeights = getDefaultLevelWeights();
#endif // GRAYSCALE_OVERLAY_BLENDING_ENABLED
#for i in 0..#{lastLayerIndexGrayScaleLayers}
{
vec4 colorSample = getTexVal(GrayScaleLayers[#{i}].pile, levelWeights, uv);
colorSample = vec4(colorSample.r, colorSample.r, colorSample.r, 1);
colorSample = performLayerSettings(colorSample, GrayScaleLayers[#{i}].settings);
colorGrayScale = blendOver(colorGrayScale, colorSample);
}
#endfor
return colorGrayScale;
}
float gridDots(vec2 uv, vec2 gridResolution){
vec2 uvVertexSpace = fract((gridResolution) * uv) + 0.5;
vec2 uvDotSpace = abs(2*(uvVertexSpace-0.5));
return 1-length(1-uvDotSpace);
}
vec4 calculateDebugColor(vec2 uv, vec4 fragPos, vec2 vertexResolution){
vec2 uvVertexSpace = fract(vertexResolution * uv);
vec3 colorUv = vec3(0.3*uv.x, 0.3*uv.y, 0);
vec3 colorDistance = vec3(0, 0, min( 0.4*log(fragPos.w) - 3.9, 1));
vec3 colorVertex = (1.0-length(uvVertexSpace)) * vec3(0.5);
vec3 colorSum = colorUv + colorDistance + colorVertex;
return vec4(0.5 * colorSum, 1);
}
float tileResolution(vec2 tileUV, const ChunkTile chunkTile){
vec2 heightResolution = textureSize(chunkTile.textureSampler, 0);
vec2 uv = TileUVToTextureSamplePosition(chunkTile, tileUV);
return gridDots(uv, heightResolution);
}
vec4 calculateNight(
const vec4 currentColor,
const vec2 uv,
LevelWeights levelWeights,
const Layer NightLayers[NUMLAYERS_NIGHTTEXTURE],
const vec3 ellipsoidNormalCameraSpace,
const vec3 lightDirectionCameraSpace) {
vec4 nightColor = vec4(0,0,0,0);
// The shader compiler will remove unused code when variables are multiplied by
// a constant 0
#if !NIGHTTEXTURE_BLENDING_ENABLED
levelWeights = getDefaultLevelWeights();
#endif // NIGHTTEXTURE_BLENDING_ENABLED
#for i in 0..#{lastLayerIndexNightLayers}
{
vec4 colorSample = getTexVal(NightLayers[#{i}].pile, levelWeights, uv);
colorSample = performLayerSettings(colorSample, NightLayers[#{i}].settings);
nightColor = blendOver(nightColor, colorSample);
}
#endfor
vec3 n = normalize(ellipsoidNormalCameraSpace);
vec3 l = lightDirectionCameraSpace;
float cosineFactor = clamp(dot(l, normalize(n + 0.15 * l)) * 3 , 0, 1);
// Blend shaded color with base color
vec4 color = vec4(currentColor.rgb + (cosineFactor) * nightColor.xyz, currentColor.a);
return color;
}
vec4 calculateShadedColor(
const vec4 currentColor,
const vec3 ellipsoidNormalCameraSpace,
const vec3 lightDirectionCameraSpace) {
vec3 shadedColor = currentColor.rgb * 0.05;
vec3 n = normalize(ellipsoidNormalCameraSpace);
vec3 l = lightDirectionCameraSpace;
float cosineFactor = pow(clamp(dot(-l, n), 0, 1), 0.8);
// Blend shaded color with base color
vec4 color = vec4(cosineFactor * currentColor.xyz + (1 - cosineFactor) * shadedColor, currentColor.a);
return color;
}
vec4 calculateOverlay(
const vec4 currentColor,
const vec2 uv,
LevelWeights levelWeights,
const Layer ColorOverlays[NUMLAYERS_OVERLAY]) {
vec4 color = currentColor;
// The shader compiler will remove unused code when variables are multiplied by
// a constant 0
#if !OVERLAY_BLENDING_ENABLED
levelWeights = getDefaultLevelWeights();
#endif // OVERLAY_BLENDING_ENABLED
#for i in 0..#{lastLayerIndexColorOverlays}
{
vec4 colorSample = getTexVal(ColorOverlays[#{i}].pile, levelWeights, uv);
colorSample = performLayerSettings(colorSample, ColorOverlays[#{i}].settings);
color = blendOver(color, colorSample);
}
#endfor
return color;
}
vec4 calculateGrayScaleOverlay(
const vec4 currentColor,
const vec2 uv,
LevelWeights levelWeights,
const Layer GrayScaleColorOverlays[NUMLAYERS_GRAYSCALE_OVERLAY]) {
vec4 colorGrayScale = currentColor;
// The shader compiler will remove unused code when variables are multiplied by
// a constant 0
#if !GRAYSCALE_OVERLAY_BLENDING_ENABLED
levelWeights = getDefaultLevelWeights();
#endif // GRAYSCALE_OVERLAY_BLENDING_ENABLED
#for i in 0..#{lastLayerIndexGrayScaleColorOverlays}
{
vec4 colorSample = getTexVal(GrayScaleColorOverlays[#{i}].pile, levelWeights, uv);
colorSample = vec4(colorSample.r, colorSample.r, colorSample.r, colorSample.g);
colorSample = performLayerSettings(colorSample, GrayScaleColorOverlays[#{i}].settings);
colorGrayScale = blendOver(colorGrayScale, colorSample);
}
#endfor
// HSV blending
vec3 hsvCurrent = rgb2hsv(currentColor.rgb);
vec3 hsvNew = vec3(hsvCurrent.x, hsvCurrent.y, colorGrayScale.r);
vec3 rgbNew = hsv2rgb(hsvNew);
/*
// HSL blending
vec3 hslCurrent = rgb2hsl(currentColor.rgb);
//hslCurrent.y = hslCurrent.z > 0.7 ? 0 : hslCurrent.y;
vec3 hslNew = vec3(hslCurrent.x, hslCurrent.y, colorGrayScale.r);
vec3 rgbNew = hsl2rgb(hslNew);
*/
// No color blending, use grayscale
//vec3 rgbNew = colorGrayScale.rgb;
vec4 color = blendOver(currentColor, vec4(rgbNew, colorGrayScale.a));
return color;
}
vec4 calculateWater(
const vec4 currentColor,
const vec2 uv,
LevelWeights levelWeights,
const Layer WaterMasks[NUMLAYERS_WATERMASK],
const vec3 ellipsoidNormalCameraSpace,
const vec3 lightDirectionCameraSpace,
const vec3 positionCameraSpace) {
vec4 waterColor = vec4(0,0,0,0);
// The shader compiler will remove unused code when variables are multiplied by
// a constant 0
#if !WATERMASK_BLENDING_ENABLED
levelWeights = getDefaultLevelWeights();
#endif // WATERMASK_BLENDING_ENABLED
#for i in 0..#{lastLayerIndexWaterMasks}
{
vec4 colorSample = getTexVal(WaterMasks[#{i}].pile, levelWeights, uv);
colorSample = performLayerSettings(colorSample, WaterMasks[#{i}].settings);
waterColor = blendOver(waterColor, colorSample);
}
#endfor
vec3 directionToFragmentCameraSpace = normalize(positionCameraSpace - vec3(0, 0, 0));
vec3 reflectionDirectionCameraSpace = reflect(lightDirectionCameraSpace, ellipsoidNormalCameraSpace);
float cosineFactor = clamp(dot(-reflectionDirectionCameraSpace, directionToFragmentCameraSpace), 0, 1);
cosineFactor = pow(cosineFactor, 100);
vec3 specularColor = vec3(1, 1, 1);
float specularIntensity = 0.4;
vec3 specularTotal = specularColor * cosineFactor * specularIntensity * waterColor.a;
//return blendOver(currentColor, waterColor);
return currentColor + vec4(specularTotal, 1);
}
#endif // TEXTURETILEMAPPING_HGLSL